Sunday 28 May 2023

Dragonbane 10KYAD (Mutant Future Mashup)

Mutant Future Dragonbane

Skills

The Following Secondary Skills are available to starting characters as non-career skills.

Firearms (AGL) - used for slug and energy weapon attacks. Untrained characters still have a base rating in Firearms. Available to Fighters and Knights as a career skill.

Tech Use (INT) - used to manipulate the technology of the Ancients, and to pilot their strange vehicles.  Untrained characters still have a base rating in Tech Use. Available to Scholars and Merchants as a career skill.

Species - Replaces Kin


1. Basic Android (Robot)

Hit Dice: 30 hp

Mutations (Augments): 3 beneficial, any category

Base Movement: 10 meters.

Basic androids have a metal skeleton, and are entirely inorganic constructs. Starting equipment determines their AV, if any, eg an Android Knight with 'great helm & plate' would have an AV 8 carapace. Androids receive standard boons & banes to Sneaking skill for this carapace armour. They do not receive any banes to Acrobatics, Evade, Awareness & Missile attacks for armour.

AV  Description

0   Light Epidermis (Boon to Sneaking if AV 0)

1    Toughened Epidermis (-)

2    Composite Epidermis (Bane to Sneaking)

4    Mesh Epidermis (Bane to Sneaking)

6   Plate Epidermis (Bane to Sneaking)

+1 Toughened Skull (-)

+2 Plated Skull (-)

Androids have functionally the same range of ability scores as humans, and will have the same movement (10), unless any of these characteristics have been augmented. All basic androids have a base hp total of 30. Androids do not eat, and are powered by an internal radioactive battery that can sustain power functions for many hundreds of years. Basic Androids are affected by radiation as if it is 3 class levels lower (minimum of class 1) than its rating, and they never receive mutations as the result of radiation exposure.

They are resistant to the effects of heat and cold, and take half damage from heat or cold based attacks. All basic androids are immune to the effects of poison, including paralytic poisons. They are immune to any stun or blinding effects that occur as the result of attacking the senses, such as the mutations shriek, and optic emissions (bright eyes).

2. Synthetic

Hit Dice: 25 hp

Mutations (Augments): 3 beneficial, any category

Base Movement: 10 meters.

Synthetics are highly advanced androids. Although they are wholly inorganic, they have many functions that mimic biological processes. They have something resembling a vascular system that circulates a milky white fluid. From the outside they are completely indistinguishable from normal humans, and their true nature may only be revealed through advanced sensors. Injury will also reveal them for what they are. They will appear to be warm, living beings if observed with thermal vision. Synthetics have a polymer skeleton, with synthetic muscles. They are equipped with a power generation system that mimics biological digestion, allowing them to eat in order to maintain their power supplies. However, they do not heal naturally, and must be repaired. A Stretch or Shift rest includes self-repair subroutines. 

Synthetics may have the full range of normal human abilities and movement, and have a base hp total of 25. Like all androids, synthetics can have adjusted abilities to reflect constructs created for fighting or other specialized tasks.

Synthetics are affected by radiation as if it is 1 class level lower than its rating (minimum of class 1), and they never receive mutations as the result of radiation exposure. They are resistant to the effects of heat and cold, and take half damage from heat or cold based attacks. All synthetics are immune to the effects of poison, including paralytic poisons.

3. Replicant

Hit Points: 2 per point of CON

Mutations (Augments): 3 beneficial, any category

Base Movement: 10 meters.

A replicant is an artificial biological organism, grown in a vat from synthetically created DNA and chromosomes. They are designed to mimic humans in all ways, and are completely indistinguishable from humans unless their DNA is analyzed. Replicants are the rarest of androids, because they have a lifespan of only five years. A functioning replicant factory must exist to produce them.

Some replicants may be located in ruins, in cryosleep much like human clones can be. Because of replicants’ unique biological nature, they are handled in game terms just as any other living creature. They eat and heal like any living being.

Replicants have the ordinary range of human abilities, and will have the same movement as a human. They calculate hp as 2 per point of CON. They are resistant to the effects of heat and cold, taking half damage from heat or cold based attacks. Replicants are susceptible to radiation, but they do not mutate in the same way as other animals. If a replicant is exposed to radiation sufficient to induce a mutation, the mutation will take the form of a wasting disease that will kill the replicant in 2d6 weeks, and 1d6 is subtracted from each ability per week. If any ability reaches 0, the replicant dies.

There is no cure for this disease, but at the ML’s option an automated replicant factory may be capable of repairing a replicant in this condition.

4. Mutant Animal

Hit Dice: 2 per point of CON

Mutations: 1d4 physical, 1d4 mental

Base Movement: 10 meters.

Mutant animals have radically altered DNA as a result of both human/animal gene splicing and the effects of radiation. Player character Mutant Animals are assumed to have human level intelligence, before any mutations are selected. Specifics regarding whether a mutant animal has functioning hands, is able to speak, or is otherwise anthropomorphic (or not) in any way is handled on a case by case basis with the Mutant Lord, unless the mutant animal comes from an already established “race.” By default, all of these characteristics can be selected for “free” before mutations are rolled. Other abilities or limitations innate to the stock animal should be decided with the Mutant Lord. It is fair to assume that the mutant already has some form of manipulators, like hands, and is capable of speech (if desired) before mutations are rolled.

A mutant animal may choose one natural weapon at character creation, appropriate to his animal type. Damage from a natural weapon should be rolled using a d6; 1-2 1d8; 3-4 1d10; 5-6 2d6. Typical natural weapons include horns, teeth, or claws.

5. Mutant Human

Hit Dice: 2 per point of CON

Mutations: 1d4 physical, 1d4 mental

Base Movement: 10 meters.

Descended from the general mass of pre-apocalypse humanity, mutant humans are humans whose genetic makeup has become altered by radiation. Mutations could be new, that is, not shared by the parents, or they could be mutations passed on from parent to offspring. Depending on how different a mutant human looks from a pure human, a mutant could be discriminated against in society.

6. Mutant Plant

Hit Dice: 2 per point of CON

Mutations: 2 plant, 1d6 human/animal.

Base Movement: 8 meters.

For a mutant plant to be a PC, it is assumed that it begins as an intelligent and independently mobile creature (with standard movement), prior to rolling for mutations. It can be humanoid in appearance, but does not have to be. Considerable discretion must be used in creating these characters (see Mutant Animal), and their specific features and capabilities should be decided with the guidance of the Mutant Lord. All mutant plants may roll for 2 plant mutations, and 1d6 human/animal mutations to be divided between Physical and Mental Mutations (an odd number may be assigned to either category).

7. Pure Strain Human

Hit Dice: 3 per point of CON

Mutations: None

Base Movement: 10 meters.

This character type represents a human who has pure, or unaltered, genetic makeup from the radiation-resistant, genetically sculpted, 'Homo Superior' that existed prior to the end of civilization, as the offspring of Earth's wealthy ruling elite, or as super-soldiers, space colonists, etc. These people tend to receive preferential treatment in society because they appear the most healthy and attractive individuals. Natural selection has further favoured tougher, smarter humans in the post apocalyptic Hell where survival is a constant test of abilities. Without an edge granted  by mutations, higher Charisma, Intelligence, and Constitution have been further favoured, granting a Pure Human +3 to each of these abilities at creation. Attributes remain limited to a maximum of 18, prior to attribute deduction for Old Age. 

Finally, at character creation pure humans have 3 hp per point of CON for their hp total. Pure humans may take damage from radiation like any other character, but they never mutate as a result of radiation exposure. Pure humans have gene-engineered immunity against this effect.

Human/Animal Mutations

Physical Mutations

Roll d00 Beneficial

01-02 Aberrant Form

03-04 Chameleon Epidermis

05-06 Complete Wing Development

07 Density Alteration (Self)

08-09 Dermal Poison Slime

10-11 Dual Headed

12-13 Dwarfism

14-16 Echolocation

17-18 Energy Ray

19 Energy Retaining Cell Structure

20-21 Epidermal Photosynthesis

22-23 Fragrance Development

24-25 Gigantism

26-27 Increased Balance

28-29 Increased Physical Attribute

30-31 Increased Sense

32-33 Metamorph

34 Natural Armor

35-36 Night Vision

37-38 Optic Emissions

39 Parasitic Control

40-41 Prehensile Tail

42-43 Quickness

44-45 Reflective Epidermis

46 Regenerative Capability

47-48 Shriek

49-50 Spiny Growth

51-53 Thermal Vision

54 Toxic Weapon

55-56 Ultraviolet Vision

57 Unique Sense

Drawbacks

58-59 Albinism

60-61 Bizarre Appearance

62-63 Epidermal Susceptibility

64-65 Frailty

66-67 Hemophilia

68-69 Increased Caloric Needs

70-71 Obese

72-73 Pain Insensitivity

74-75 Pain Sensitivity

76-79 Pituitary Deformation

80-83 Poison Susceptibility

84-86 Prey Scent

87-88 Reduced Immune System

89-90 Reduced Oxygen Efficiency

91-93 Sensory Deficiency

94-95 Simian Deformity

96-98 Slow Mutant

99-00 Vision Impairment


Mental Mutations

Roll d00 Beneficial

01-03 Ability Boost

04-05 Accumulated Resistance

06-08 Acute Hyper Healing

09-10 Ancestral Form

11-13 Body Adjustment

14-15 Combat Empathy

16-18 Control Light Waves

19-20 Control Weather

21-23 Damage Turning

24-25 Density Alteration (Others)

26-27 Disintegration

28-30 Dual Cerebellum

31-33 Empathy

34-35 Flight, Psionic

36-38 Force Screen

39-40 Force Screen, Greater

41-42 Increased Willpower

43-45 Intellectual Affinity

46-47 Killing Sphere

48-50 Know Direction

51-53 Mental Barrier

54-56 Mental Phantasm

57-59 Metaconcert

60-61 Mind Thrust

62-63 Neural Telekinesis

64-66 Neural Telepathy

67-68 Plane Shift

69-70 Possession

71-72 Precognition

73-75 Mind Reflection

76-78 Quick Mind

79-80 Teleport

81-82 Temperature Control

83-85 Vampiric Field

Drawbacks

86-87 Atrophied Cerebellum

88-89 Dual Cerebellum (Defective)

90-92 Mind Reflection (Defective)

91-93 Negative Empathy

94-95 Phantasmal Damage

96-98 Phobia

99-00 Weak Will


Plant Mutations

Roll d00 Beneficial

01-04 Abnormal Size*

05-07 Accumulated Resistance

08-10 Animal Limbs or Organs

11-13 Animate Seeds*

14-16 Carnivore

17-19 Chameleon Metamorph

20-23 Dermal Acid Sap

24-27 Dermal Poison Sap

28-30 Electric Charge Generation

31-33 Flight

34-36 Fragrance Development (Plants)

37-39 Free Movement*

40-42 Full Senses*

43-45 Grenade-like Fruit

46-48 Injected Poison Sap

49-51 Natural Armor (Plant)

52-54 Natural Vegetal Weapons

55-57 Poisonous Spores

58-60 Prehensile Tendrils

61-63 Projectile Thorns

64-67 Radioactive Emissions

68-70 Reflective Cellular Structure

71-73 Shriek (Plant)

74-77 Thermal Emissions

78-80 Tripping Tendrils*

81-83 Vegetal Parasite

Drawbacks

84-86 Nocturnal

87-90 Prey Scent

91-94 Reduced Fertility*

95-00 Thermal Sensitivity

*These mutations are either inappropriate to PC plants, or are

assumed to already be present on all PCs.

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FOOD VENDORS

Vendors are most often set up in settlements that are townsized or larger, although there may also be traveling food vendors who peddle preserved foods. Vendors have a dizzying array of culinary delights. They sell everything from the tried and true wasteland treat that is rat-on-astick to giant crab legs and mystery meat. The following chart gives a few suggested items and prices for the various treats available from these vendors.

Food Vendor Wares Cost

Bag of assorted berries 1 cp

Bag of smoked insects 2 cp

Dried salamander 1 sp

Giant crab leg 3 gp

Giant mole burger 2 sp

Giant Killer Bee honey (jar) 3 gp

Mystery meat kabob 5 cp

Pickled hemofowl egg 10 gp

Rabboxen Milk 5 cp

Rabboxen steak 3 gp

Rat on a stick 3 cp

Roasted meerkat 2 sp

Spidergoat haunch 5 gp

Xeno jerky 2 cp

Xeno liquor (jar) 6 sp

_______________________

Food Vendor Descriptions

Bag of assorted berries: Just what it sounds like, a bag of assorted berries picked from the less dangerous plants of the wasteland.

Bag of smoked insects: No longer relegated to the status of nuisance, these tasty insects have been gathered and smoked to give them a spicy flavor.

Dried salamander: These small lizards are carefully sundried, and often served with some kind of dip.

Giant crab leg: (Only available in coastal areas) The giant crab leg is a messy meal, and it is assumed that the purchaser will have his own weapon to break open the tough shell.

Giant Killer Bee honey (jar): This reddish-gold honey is a slight intoxicant, and will stay fresh even during extensive wasteland travel.

Giant mole burger: This patty of ground mole meat is served on a toasted piece of bread.

Mystery meat kabob: These thick, juicy kabobs are cheap, but packed with meat. I wonder what they are made of?

Pickled hemofowl egg: This radiation purging egg is pickled in a flavorful brine.

Rabboxen milk: Nothing beats a nice, warm glass of rabboxen milk!

Rabboxen steak: These delicious steaks are expensive, but worth it. The tender meat is rich and tasty.

Rat on a stick: Rats and sticks are plentiful in the wasteland; it was bound to happen.

Roasted meerkat: These difficult to capture animals make a tasty treat when roasted slowly over an open fire.

Spidergoat haunch: The spidergoat haunch is a large chunk of spicy meat.

Xeno jerky: Xeno jerky usually refers to thin strips of dried meat cut from xeno cattle, but it can also refer to any salted and dried meat.

Xeno liquor (jar): These intoxicating liquors are fashioned from different plants and animal products, and then sold by the jar. Their ingredients (and their effects) are decided by the Mutant Lord.

Wasteland Services

Junk Merchants

Junk merchants carry a wide variety of useful objects found in their travels, and barter at every stop along the way. They tend to operate in areas where there are multiple settlements within reasonable traveling distance. Junk merchants often work in small groups of no more than two or three individuals in order to protect one another while still retaining a larger portion of the profit from the sales of their goods. They will sometimes hire characters to guard them as they travel from settlement to settlement.

Junk merchants usually have a few locations where they scavenge most of their more valuable items, and they tend to keep these locations a closely guarded secret from other merchants and adventurers. If their scavenging ground is particularly well stocked, one junk merchant may supply a number of stationary shops in settlements.

Slave Traders

The slave traders are despicable individuals who rove the wastelands capturing and selling humans and mutants into slavery. Those captured by the slavers are subjected to abuse until they become docile and manageable, whereupon the slavers travel to settlements and sell them for hefty sums, making anywhere from 5 to 500 gp per slave. Many settlements are aghast at the use of slaves, and will prominently display signs declaring slavers unwelcome, but shadier wasteland settlements may employ slaves for any number of purposes.

TECHNOLOGY

Technology Condition

When characters find technological artifacts, the artifacts may or may not have survived in functional condition. Condition of artifacts is always graded on a scale of 0-5, with 0 being broken condition and 5 being pristine condition. Each rating has a probability that the item is in functioning condition. Roll on the table below to determine whether a technological artifact is functional.

Roll d00 Condition Grade Functional on 1d20

01-10 5 1-19

11-20 4 1-16

21-30 3 1-12

31-50 2 1-8

51-70 1 1-4

71-00 0 Nonfunctional

Technology Rolls

Assuming a technological artifact is functional when

found, there is a probability that a character can figure out

how to use it. There are three complexity classes, and each

encompasses different kinds of artifacts. Each class will

have a base chance and base time expenditure to

determine artifact use. 

Class 1 includes lesser complex items, such as most mundane explosives, slug throwing pistols, and energy weapons. 

Class 2 includes moderately complex items like powered weapons, armor, or robots.

Class 3 includes highly advanced technology, such as computers, medical technology, or other technology that does not lend itself well to experimentation to determine function.

Complexity Class Base Chance  Base Time - Examples 

1 Tech Skill with Boon (d20) 2 hours - Slug guns, grenades, energy weapons, non-powered armor.

2 Tech Skill 3 hours - Vehicles, robots, powered armor

3 Tech Skill with Bane 4 hours - Computers, medical technology, other very complex technology

A character rolls his Tech Skill chance to determine use. While examining the item, the character must devote his full effort and concentration to it, and time passes as indicated by the complexity class. 

A Demon roll always indicates that the attempt has failed drastically, and the character will have damaged himself and/or nearby characters if the item is such that this is possible. Regardless of the penalties a character may have to this roll, it will always succeed on a Dragon roll. A player may roll again an unlimited number of times if the initial roll fails, and the amount of game time passes again for this examination. 

My Beautiful Assistant: One other character with Technology Skill of 10+ may lend a hand, adding one Boon to the skill check. This does not shorten the time necessary for the examination of artifacts.

Familiarity: When a character is familiar with a specific kind of artifact, he does not need to roll again when he encounters the exact same artifact. He does roll again for similar artifacts, with a Boon.

COMBAT

Firearms

A firearm has a Fire Rate (FR) which determines the maximum number of shots per attack action. Characters may opt to fire fewer times. All tarets must be within a 90 degree cone. Note that reloading requirements may prevent some weapons from firing more than once in a round.

Firearms halve the AV of primitive armours, but not advanced armours.

Radiation

Radiation is a common hazard in the post-apocalyptic nuclear future. Many regions emanate a level (class) of radiation left over from nuclear fallout. Some mutants actually produce radiation from their bodies as weapons.

The listed damage for radiation occurs per exposure from an attack, or per round for intense background radiation powerful enough to cause instant damage.

Some areas may emanate radiation that causes damage more slowly, even if it is of a higher class. If characters encounter this weaker background radiation during their overland travels, it is assumed that the saving throws are made once per day, and that the characters suffer the effects daily rather than per round.

A successful CON check can reduce damage by half. Note that if a character fails 5 CON checks versus radiation in one day, the character receives one new random mutation. Whenever a mutation indicates a radiation attack, roll on the table below to determine the effects of the radiation.

Radiation Class Table

Roll

d10 Class Fail/Pass CON Check Effects

1 1 1d6 damage /None

2 2 2d6 damage /Half damage

3 3 3d6 damage /Half damage

4 4 4d6 damage /Half damage

5 5 5d6 damage /Half damage

6 6 6d6 damage /Half damage

7 7 7d6 damage /Half damage

8 8 8d6 damage /Half damage

9 9 9d6 damage /Half damage

10 10 10d6 damage /Half damage


Sample Creatures of the Wastelands

Average Hit Points = 3 per hit die (HD). Tough monsters have 4.5 hit points per hit die. Hit Points may also be generated randomly by rolling a number of d6 equal to the listed hit dice. For tough monsters, use d8s.

HD  Skill Level (Typical) for NPCs & Animals

1/2         8

1-1         9

1          10

2-3       11

4-5       12

6-7       13

8-9       14

10-11   15

12-13   16

14-15   17

16+      18



Accipitoid (NPC)

HD 5 HP 15 AV 0 Move 8 (walk) 20 (fly)

Attack: Claw/Bite Skill 12 damage 2d6 slashing

Skills: Brawling 12 Evade 12

Accipitoids or Hawk Men are tall (6’) slender humanoids. They live on mountains, or in cliffs near the ocean or other large bodies of water. They have two well-developed arms in addition to large wings that have a typical wingspan of 18’ when extended. Although they may use technological artifacts, they prefer to attack with their claws, and a powerful bite attack from their serrated beaks. Their clawed feet are capable of grasping and carrying objects during flight. 

Mutations: complete wing development, increased sense (sight)

Android, Clone Neutralizer (NPC)

HP 30 AV 3 (toughened epidermis, plated skull) Move 10

Skills: Bushcraft 15 Firearms 15 Evade 15 Brawling 15 

These basic androids typically have bright, obviously artificial flesh. They were utilized by large clone banks to destroy unnecessary clones when updated versions had been successfully grown. The clone neutralizers would dispatch these clones with MK 2 laser pistols (skill 15, 6d6 hp damage, FR 1) built into the palms of their hands. At some point during the apocalypse, the genetic scanning programs of these androids were corrupted, causing them to view all pure humans as clones. The programming of a clone neutralizer dictates that they must exterminate clones on sight, so they will always attack pure humans with the intent of eradicating them.

Mutations (android abilities): none

Android, Medic (NPC)

HP 25 AV 0+ Move 10

Skills: Evade 10 Healing 20

This model of synthetic saw use on the battlefields of many pre-apocalypse conflicts. It was meant to serve as a field doctor for groups of soldiers in locations expecting heavy casualties. The cosmetic appearances of the medic androids varied, as the military attempted to make them blend in with the soldiers at a distance so they would not be targeted first, as were older robotic medic units. The medic android is capable of using all manner of weapons, and can do anything a regular soldier can do. The medic android is fully capable of performing complex surgeries, including the transplantation of organs if equipment and facilities are available. A character can always heal +1d6 hit points per stretch rest when under the care of a medic android.

Mutations (android abilities): none



Ant, Giant (Animal)

HD 4 (tough) HP 18 AV 3 Move 14

Attack: Bite skill 12 damage 2d6 piercing

These giant mutated ants are hardy and adaptable. Workers are about 6’ long, but the Queen (HP 45, no attacks) may be immense. Giant ants eat almost anything, since they are omnivores, and will never retreat if defending the nest. They will tend to only have a small amount of treasure around from past opponents, but in some rare instances giant ants will inexplicably mine precious metals. This occurs in about 30% of nests, and there will be as much as 1d10x100 gold pieces worth of raw gold nuggets.

Ant Horror (Monster)

These giant (8’ long) mutated ants are bright red, with two heads and a whip-like tail equipped with a Potency 13 poisonous stinger. They generally either attack by biting with both heads, or using their whip-like tails. However, 1/6 of the time each head may emit a radioactive energy ray. Ant horrors are immune to the effects of radiation.

Ferocity 2 HD 6 (tough) HP 27 AV 3 Move 12

1-3: Two Heads Bite! Two targets, 2d8 damage per bite, can be Parried.

4-5: Tail Stinger! One target, 1d10 hp damage plus Potency 13 Lethal poison.

6: Two Radiactive Energy Rays! The rays are 10 meters long & deals class 6 radiation damage to two separate targets.

Mutations: dual headed, gigantism, toxic weapon, energy ray (radiation), reflective epidermis (radiation)



Apeman (NPC)

HD 7 HP 21 AV 0 Move 12

Skill 13 damage: by weapon, eg Long Spear 2d6+1d6 (reach), Great Club 2d8+1d6

Apemen are the descendants of genetic experiments carried out on apes during the long war years prior to the apocalypse. They were used as battle fodder in wars on and off-world. They are a hybrid of humans and apes, with the keen intellect of humans but the strength of apes. Therefore, in combat apemen receive a STR bonus of +1d6 to damage. Apemen can live in any environment humans might live, but they prefer to live in forests. A typical “village” will have a population of 5d8 individuals. In this community, there is usually a stronger individual in charge, who has a Skill level of 15 and 30 hit points.

Mutations: none

Pigman (NPC)

HD 7 HP 21 AV 3 (Studded & Open Helm) Move 10

Skill 13 damage: by weapon eg long spear 2d8 (reach); or 4d6 (heat ray)

These mutated humans have pig-like faces and are melanistic, with deep black skin and black hair. They are naturally cruel and violent; they delight in torturing victims and have a particularly nasty disposition toward pure humans. However, their most hated enemies are suidoids.

Pigmen attack with weapons or their energy ray (heat). Pigmen have evolved to travel in small groups with individuals who never stray far from one another, since their mutation negative empathy makes it difficult for pigmen to disperse and reassemble without being reduced to bloodshed. Small bands communicate with each other from a distance with hand signals and other signs if each party wishes to avoid conflict. Mates are exchanged between groups through lengthy rituals that may involve days of acclimatization before groups come into full contact with one another. Pigmen often terrorize communities with guerilla-like tactics ideal to their small numbers, but they occasionally manage to team up in large enough numbers to raid a settlement, all while slaughtering some of their own in the process. These larger raiding groups may number 1d6x3d6 Pigmen.

Mutations: bizarre appearance, energy ray, negative empathy, thermal vision

Primitive Firearms
Unless otherwise specified, reloading any firearm takes 1 round.
FR = Fire Rate, the number of shots (at targets within a 90 degree cone) per attack action. Roll for each shot separately. 
FR 3A3 = roll three attacks per attack action, each attack is 3 shots, each hit is 1d3 actual hits.
FR 3A6 = roll three attacks per attack action, each attack is 6 shots, each hit is 1d6 actual hits.
FR 5A6 = roll five attacks per attack action, each attack is 6 shots, each hit is 1d6 actual hits.
All firearms halve the AV of primitive armours.

Pistol, Automatic (FR 2): The nations of the pre-war world
manufactured an incredible variety of handguns, in
thousands of models, calibers, and makes for military, law
enforcement, and civilian use. Ammunition capacity,
range, and concealability were widely varied. A typical
automatic pistol can fire ten times before reloading.
Reloading takes one round. This weapon does 1d10
damage.

Pistol, Black powder (FR 1): These weapons may still exist in the
aftermath, especially from museum pieces. A musket pistol
holds a single shot and takes 3 rounds to reload. This
weapon does 1d10 damage.

Pistol, Revolver (FR 2): Older handguns came in a variety of
models before the fall, and though automatic weapons
were quite commonplace, the revolver was still quite
favored by law enforcement and civilian buyers. Despite
their low ammunition capacity (six shots standard),
revolvers were almost totally reliable when fired. A typical
revolver can fire six times before reloading. Reloading
takes one round. This weapon does 1d10 damage.

Submachinegun (FR 3A6): Pre-apocalypse militaries made
widespread use of submachineguns, compact firearms
capable of a high rate of fire. A submachinegun is an
automatic weapon. A submachinegun can fire thirty bullets
before reloading. Reloading takes one round. This
weapon does 1d10 damage.

Carbine, SA (FR 3): A wide variety of carbines were produced even
after the early wars (WWI and WWII, where they were most
widely used), for use by soldiers and law enforcement
agents needing a lighter, more compact version of
popular rifles (a carbine is, basically, a shorter-barreled
version of a rifle). A carbine can fire twenty times before
reloading. Reloading takes one round. A Carbine does 1d10
Damage.

Rifle, Automatic (FR 3 or 3A3): Mainly employed by legitimate military
forces around the world, automatic rifles were the
standard weapon of soldiers until the advent of compact
and reliable laser and gauss weaponry. There are various
models (some with short barrels, folding stocks, etc). An
automatic rifle can fire thirty times before reloading.
Reloading takes one round. This weapon does 1d12
damage.

Rifle, Black powder (FR 1): These weapons come in a variety of
standard calibers. Such weapons are unpredictable, have
a slow reload rate, and require constant and tedious
maintenance. A musket rifle holds a single shot and takes
3 rounds to reload. This weapon does 3d6 damage.

Shotgun, Pump Action (FR 2): Shotguns come in a variety of typical gauges, the
12-gauge being most common. Shotguns inflict 3d6 points of damage to a target in its normal range, and 1d6 to anyone up to maximum range. It can fire five times before it needs reloading. Reloading up to two shells takes one round.

Shotgun, Automatic (FR 3): Automatic shotguns have the rapidfire capability of more advanced weapons. Automatic shotguns inflict 3d6 points of damage to a target in its normal range, and 1d6 to anyone up to maximum range.
An automatic shotgun can fire ten times before reloading and is considered an automatic weapon. Reloading up to two shells takes one round.

Sport Rifle (FR 1): The widest variety of civilian arms came from
this firearm category, made for sport or hunting (or both).
These can be professional target rifles, military sniper
rifles, etc. This weapon does 1d12 damage.

Cannon (FR 1): Cannons are very rare weapons, and are almost
all gone - the vehicles mounting them were all but lost
long ago. Tanks and other armored vehicles generally
used cannons as their main armament, while lighter
cannons were used in a man-portable role as heavy
weapons (such as so-called “recoilless rifles”). A cannon
can only be fired once per round, and must be reloaded
after each shot, requiring one round to reload. This
weapon does 10d10 damage.

Grenade Launcher (FR 1): Items of this type come in a wide
variety of forms, from SMG-like weapons to pistols (much
like a flare gun), to grenade mortars, shoulder mounted
pack launchers, etc. These weapons can be used to fire
special grenades (the kind of grenades are the same as
thrown types) – but they cannot fire grenades made to be
thrown. A grenade launcher can be fired only once per
round, and must be reloaded each time it fires. Reloading
takes one round unless the grenade is propelled from a
powered armor suit, in which case reloading is automatic.

Machinegun (FR 5A6 to 5A10): A rare weapon in the wasteland,
machineguns are heavy automatic weapons capable of
dishing out a high volume of fire in seconds. Machineguns
came in several forms, from light MGs (those easily carried by soldiers and propped during fire), to heavier ones (those mounted on armored vehicles,
jeeps, etc). A machinegun can fire one hundred times
before reloading and is considered a rapid-fire weapon.
Reloading takes one round. Machineguns use normal rifle
cartridges, linked to a belt. This weapon does 1d12
damage.


Advanced Melee Weapons

Energy Baton: When this baton hits an opponent, it emits
a high-voltage charge. The energy damage will not
penetrate a force screen. This weapon does 2d6+15
points of damage, and each hit counts as a discharge.
Power Source: Beltpack or backpack.

Shock Gloves: These items were used in close quarters
military action. Shock gloves appear to be metal gloves,
but emit a strong visible electric field. Each time a hit is
scored, a powerful shock shoots through the target,
inflicting 1d8 points of damage, in addition to the regular
1d6 punch damage plus any STR bonus. Each use counts as a
discharge. Power Source: Beltpack or backpack.

Shock-Field Glove: This item appears to be a metallic
“hand” that fits over the user’s hand like a glove. The
glove produces a strong electric charge with every power
cycle, allowing the user to “zap” a nearby target without
having to actually touch it. Treat this as a ranged (Firearms) attack
with a maximum range of 20 ft.; it can be used to shock
on contact as well. A shock-field glove does 1d6+6 hp
damage. Each use counts as a discharge. Power Source:
Beltpack or backpack.

Stun Baton: This appears to be a metal baton that emits an energetic glow and subtle hum when activated. The baton, when it hits an opponent, lets off a low-voltage charge that does 2d6 damage (plus any STR bonus) and stuns the target (no movement, action or reactions) if a CON check fails. The target may roll again at the end of each turn to recover. The stun baton can remain powered for 15 minutes before depleting the power cell. 
Power Source: Beltpack or backpack.

Vibro Dagger: A vibro dagger resembles an ordinary
dagger (and can be used as one for 1d8 hp damage), but
when activated, the blade vibrates at a high rate of speed,
making it a more effective weapon. Anyone attacking with
an activated vibro dagger receives a Boon to hit, and deals
2d8 hp damage. A vibro dagger may remain powered
up for 60 minutes before depleting a power cell. 
Power Source: Minifusion cell.

Vibro Sword: A vibro sword is much like a vibro dagger,
but resembles a long sword (and can be used as one when inactivated, for 2d8 hp damage). Anyone attacking with an activated vibro sword receives a Boon to hit and deals 4d8 hp damage. A vibro sword may remain powered
up for 40 minutes before depleting a power cell. 
Power Source: Minifusion cell.

Warp-Field Dagger: When turned off, the dagger looks
like a metallic handle with a hole in the end of it. When
powered up, the dagger generates an 8” long force
screen blade that shifts between quantum dimensions,
allowing it to pass right through obstructions, specifically
armor. Thus, attacks with this weapon halve any armor value. 
When it strikes, the dagger does 2d8 hp damage. The only thing a warp-field dagger will not cut though is a force screen. The warp-field dagger can
remain powered up for 30 minutes before depleting the
power cell. 
Power Source: Minifusion cell.

Warp-Field Mace: When this weapon is turned off it
resembles a metal handle tipped with a small metal ball.
When activated, the metal ball is surrounded by a hard
energy field that can be used as a bludgeoning weapon. It
vibrates as a warp-field dagger, and may pass through
armor to deal 4d6 hp damage. Attacks with this
weapon halve AV. A warp-field mace can remain powered up for 30 minutes before
depleting the power cell. 
Power Source: Minifusion cell.

Warp-Field Sword: This 30 inch long version of the Warp-
Field Dagger does 4d8 damage. Attacks with this
weapon halve AV. The warpfield sword can remain powered up for 30 minutes before depleting the power cell. 
Power Source: Minifusion cell.

Advanced Pistols

Gauss Pistol FR 3: This type of weapon (and all other gauss
weapons) works on magnetic principles; the projectile is a
sliver of depleted uranium or any other alloyed metal. It
ranges in size from 1/16” to 1/8”, and is held by extreme
opposing magnetic forces in the magnetic chamber. When
fired one magnetic field is dropped, propelling the “bullet”
outwards. At various points along the barrel, magnetic
“rails” boost the projectile with additional force at each
stage, increasing the momentum exponentially. Such
weapons are virtually noiseless, but require a great deal of
energy (a typical rail generates 10,000 gauss of force; to
put this in perspective, the earth’s gravitational force is
only equal to 1 gauss). Propelled at high velocity, gauss
flechettes pierce armor extraordinarily well, and thus halves
the effective AV of all targets. This weapon does 2d6
damage. Power Source: Power clip, beltpack or backpack.

Gauss Machine Pistol FR 3A: This is a compact but high rate of
fire gauss weapon. The weapon works just like a regular
gauss weapon, but with a fast autoloading device that
feeds gauss ammo into the magnetic force chamber at a
high rate, permitting a continuous stream of fire. Propelled
at high velocity, gauss flechettes pierce armor
extraordinarily well, and thus halves the AV of all targets. 
A gauss SMG is considered an automatic weapon. This
weapon does 2d6 damage. Power Source: Power clip,
beltpack or backpack.

Laser Pistol Mk1 FR 2: The earliest forms of laser pistol,
designed for a number of uses and widely sold throughout
the world, the laser pistol Mark 1 appears to be a silvery
slender pistol. This weapon does 5d6 hp damage.
Power Source: Power clip, beltpack or backpack.

Laser Pistol Mk2 FR 2: The laser pistol Mark 2 was designed for
military service, and is generally more rugged, and various
variants were made (some looking like black slender
pistols, others almost the size of a small carbine). A laser
pistol can be used to attack more than once per round if
the user has the ability to make multiple attacks. This
weapon does 6d6 hp damage, Power Source: Power clip,
beltpack or backpack.

Maser Pistol FR 3: Simply a scaled-down version of the maser
rifle, the maser pistol has a smaller energy capacitor and a
reduced magnetron tube. Although it does less damage,
its small size permits the microwave pistol to be more
easily carried as a sidearm. Such weapons were actually
very widespread as a civilian and police sidearm, and
came in a number of models with varying appearances
(from simply advanced pistols to hand-held “microwave
lamps”). A maser pistol can be used to attack more than
once per round if the user has the ability to make multiple
attacks. Maser weapons receive a Boon against opponents wearing metal armor. This weapon does 2d8 hp damage. Power Source: Power clip, beltpack
or backpack.

Plasma Pistol FR 1: The plasma pistol was an experimental
attempt at compacting the power and damage of the
plasma rifle into a pistol-sized weapon. The required
magnetic generators made the weapon ungainly and large
(looking like a souped-up “ray-gun” with antennae and
such), and the plasma generated was comparatively low powered.
This weapon does 7d6 hp damage. 
Power Source: Minifusion cell.

Stun Pistol FR 1: These widely found weapons were the standard
armament of civil authorities; they come in a variety of
forms and shapes, but are usually pistol-sized. In general,
the stun gun transforms power from its source into a low voltage
field, ray, or emission that stuns the nervous
system of the target for 1 minute if he fails to save versus CON. It ignores all personal AV. 
Power Source: Power clip.

Advanced Rifles
Blaster Rifle FR 1: This device is powered like any other energy
weapon. When fired, it shoots a narrow beam that affects
the air around the target, creating a field of energy that
rises with the convection of the air beneath it. This
powerful energy field is highly agitated, and disintegrates
organic tissue and even inorganic substances. A target hit
by a blaster must roll vs CON to avoid
being immediately disintegrated. If the target successfully
saves, he suffers 7d6 hp damage from the physical
disruption of his body. The beam will not penetrate a force
screen. Power Source: Minifusion cell.

EMP Rifle FR 1: The EMP rifle generates a powerful electromagnetic
pulse and projects this at the target; the pulse is
strong and centralized enough to cause incredible
damage to electronic, cybernetic, and robotic
components. The weapon is largely ineffective against
living tissue, however, causing only minor burns and
disorientation. The EMP rifle does 5d8 hp damage against
robots, cyborgs, and androids (excluding replicants) unless
the android in question has specific countermeasures, in
which case the rifle has no effect. It does minimum
damage (5 hp) against living creatures. An EMP rifle can
fire only once per round. It ignores the AV provided by
armor. Power Source: Minifusion cell.

Fusion Rifle FR 1: This type of special rifle fires a ray of
aggravating radiation that causes molecular fusion at the
impact point. The target’s cells are literally bonded
together on a molecular scale, causing massive disruption
and disintegration. The victim’s features cave in and
literally “melt away”. The beam will also burn a 5 inch
hole in any nonliving material, but will not penetrate a
force screen. A fusion rifle does 7d6 hp damage. Power
Source: Plutonium clip.

Gauss Auto Rifle FR 3A: This is a special gauss rifle that is an
automatic weapon. Propelled at high velocity,
gauss flechettes pierce armor extraordinarily well, and thus
halve all AV. A gauss auto rifle is considered an automatic weapon, and does 3d6
damage. Power Source: Power clip, beltpack or backpack.

Gauss Rifle FR 3: A larger version of the basic gauss weapon,
this incorporates a larger and longer barrel (permitting
more rails, and thus increased momentum for the gauss
round), a folding stock, and more powerful magnetic
generators. Propelled at high velocity, gauss flechettes
pierce armor extraordinarily well, and thus halve AV. 
The gauss rifle does 3d6 hp damage. 
Power Source: Power clip, beltpack or backpack.

Laser Rifle FR 3: The laser rifle was the standard rifle of many
armed forces before the fall of civilization. The laser rifle is
really just an extended laser pistol Mk2, but incorporating
various features, not the least of which is larger and
sturdier laser generation equipment (requiring the larger
and more extended shape and design). This weapon does
6d6 damage. Power Source: Power clip, beltpack or
backpack.

Maser Rifle FR 3: The “maser” is, in effect, a microwave laser,
designed primarily to boil the target area in a fraction of a
second. Maser weapons receive a Boon
against opponents wearing metal armor. It does 3d8 hp
damage. Power Source: Power clip, beltpack or backpack.

Plasma Rifle FR 2: The plasma “rifle” (really a portable
“cannon”) is a very advanced form of weaponry. The
weapon generates a strong electric field, applying it to a
low-pressure gas; this gas is super-heated and atoms
within begin to create nuclear reactions as they collide. In
effect, the gas medium causes a controlled and directed
series of nuclear reactions in a concentrated bolt of
energy. The weapon is a heavy device with multitudes of
knobs and switches. A plasma rifle does 8d6 hp damage.
Power Source: Minifusion cell.

Radiation Rifle FR 1: This kind of energy rifle generates a
directed and controlled beam of radiation by breaking
down the plutonium in its clip. This beam counts as two
blasts of class 10 radiation, and forces the target to
successfully roll vs CON twice or suffer the effects
of the radiation. The weapon ignores the AV provided by
armor.
Power Source: Plutonium clip.

Stun Rifle FR 1: This is a rifle capable of stunning beings at a
long distance. The creature must make a save versus CON or be stunned for 1 Stretch. It ignores the AV provided by armor. 
Power Source: Power clip, beltpack or backpack.

X-Laser Rifle FR 1: The “x-laser” is a heavy energy rifle that fires
an invisible beam, much like the maser, so as to ignore
smoke and other countermeasures. It ignores the AV
provided by armor. In addition, the X-laser can fire through
walls and other obstructions no more than 6” thick without
reduced effect against targets concealed behind them. Any
thicker obstacle and the beam has no effect. Often an X laser
will be mated with X-ray goggles to allow the attacker
to see what he is firing at. This weapon does 4d6 hp
damage. Power Source: Minifusion cell.

Basic Armor
Basic armors are generally not powered (with the
exception of environmental armor) and protect against
attacks due to their physical strength and advanced
material composition. However, any armor may be
equipped with a force screen that absorbs 25 hp damage
per round from most energy weapons and is powered by a
minifusion cell. Armor came in a variety of sizes, but all
were built for the human body and will have to be
modified if they are to be worn by characters with grossly
altered body shapes.



Ballistic Nylon (AV 4): This kind of armor usually consists
of a vest, but sometimes involves an entire body suit (vest,
gorget, leg armor, and arm gauntlets). The armor itself is
made of advanced Kevlar fibers, woven to create an
impact-resistant armor. +2 vs Blunt.

Metal-Insert (AV 5): Metal insert armor sandwiches bulky
metal plates behind a layer of simple ballistic cloth or
leather, creating a near-bulletproof layer of armor
protection. +2 vs Piercing.

Plastic Plate (AV 6): Armor of this type is made of
reinforced plastic plate, usually used in light infantry
armors or riot squads. It is like metal plate in strength and
shape, but much lighter.

Plastex (AV 7): Plastex is generally transparent or
translucent like glass, and is rigid in format; most plastex
armors consisted of breastplates, arm guards, etc.

Advanced Metal (AV 8): Advanced metal armor includes a
number of high-technology creations, utilized by advanced
societies, associations, and brotherhoods. Advanced metal
armor is typically composed of superior materials like
ferroalloy, super-titanium, etc., covering the body like a
suit of medieval plate armor.

LazAb (AV 8): Short for “laser ablative”, this type of
experimental armor appears to be a highly-reflective form
of metallic plate. LazAb is especially effective in the
diffusion and reflection of energy-type attack forms.
LazAb negates 10 points of damage per round from
lasers, masers and other energy beam weapons.

Environmental Armor (AV 6): These precious suits
completely protect against radiation classes 1-5, treating
the class of radiation as if it is 5 lower. This armor also
protects against gases and other airborne contaminants.
This is done with a complex array of filters and sensors that
give up to the moment readings on contaminants in the
atmosphere around the character. Built in propulsion
technology allows this suit of armor to jump 500’ per
round. This armor’s powered force screen reduces
damage by 15 points per round. Power Source: Minifusion
cell.

Encasing Military Armors (EMA)

Scout Armor (SEMA) (AV 8): Scout armor is a basic
powered armor, utilizing lighter body construction
materials to permit greater movement and speed. It is 7’
tall, and is equipped with a power assisted leg framework
that permits the wearer to run at speeds in excess of 35
mph for unlimited periods of time. An unarmed attack from
someone wearing SEMA does 4d6 hp damage. A SEMA
has a force screen that negates 15 points of damage per
round. Power Source: Minifusion cell.

Light EMA (LEMA) (AV 10): This 7’ tall powered infantry
armor is the next step up from scout armor. LEMA has a
carrying capacity of 2 tons. A power assisted leg
framework permits the wearer to leap 75’. An unarmed
attack does 8d6 hp damage. A LEMA has a force screen
that negates the first 20 points of damage per round.
Power Source: Minifusion cell.

Medium EMA (MEMA) (AV 12): This suit of armor is 7’ tall,
and weighs 500 pounds. It can pick up 3 tons, and is
capable of jumping a distance of 75’. An unarmed attack
does 9d6 hp damage. MEMA usually has 1 built in laser
weapon, and either a missile launcher or a grenade
launcher. A MEMA has a force screen that negates 25
points of damage per round. Power Source: Minifusion
cell.

Heavy EMA (HEMA) (AV 15): This powered armor is 8’ tall
and weighs 800 pounds. It can pick up 4 tons, but can
only make leaps of 25’. An unarmed attack does 10d6 hp
damage. HEMA usually has 2 built in laser weapons (one
pistol, one rifle), a missile launcher, and a grenade
launcher. The hands of this suit also act as shock-field
gloves. A HEMA has a force screen that negates 35 points
of damage per round. Power Source: Minifusion cells (2,
treat as 1 for power uses).

Power Sources
Various items of this type were created to supply power to
the technological devices of mankind’s creation. The
power source (or “fuel cell”) is an electrochemical device
that converts the chemical energy of the fuel into a directcurrent
output, like a “continuous-process battery”. Most
fuel cells used hydrogen as a fuel. The various types of
power sources in Mutant Future are as follows:
Power Cell: This item is a small flat circular battery, used
to power certain civilian energy-consuming devices. This is
the most primitive form of power source, being, in effect, a
battery. Chemicals within the pack produce an electric
charge when forced to interact, this being the source of
produced power.
Power Pack: The power pack was created to give power to
almost everything in mankind’s world just prior to the fall
of civilization, including ultra-modern blenders, computers,
and even cars. The power pack is roughly the size of a
toaster or car battery, but may be as small as a thin
textbook. A power pack weights about 3 pounds.
Power Clip: The power clip, created for use with portable
weapons, is a small black “battery.” When slid into any
acceptable receptacle (such as an energy weapon’s clip
port), it immediately powers the weapon.
Power Beltpack: The power beltpack consists of a black
plastic (or metal) belt with small power packs attached,
along with a power cord and universal adapter/capacitor.
The beltpack can be used to power energy weapons and
other devices that will accept it. A power beltpack weighs
2 pounds.
Power Backpack: This type of item is a small black
backpack, carried on plastic, leather, or rubber straps,
linked around the chest. The power backpack has a power
cord with universal adapter/capacitor (fits into any item
that will receive it). A power backpack weighs 4 pounds.
Minifusion Cell: This device is a small silver clip with an
orange or red radiation symbol; it continuously processes
internal hydrogen fuel to power its miniature fusion
reactor, providing a potent output of power.